badguy/walking_badguy.[ch]pp: Added the add_velocity() method.
[supertux.git] / src / badguy / walking_badguy.cpp
1 //  SuperTux - WalkingBadguy
2 //  Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de>
3 //
4 //  This program is free software: you can redistribute it and/or modify
5 //  it under the terms of the GNU General Public License as published by
6 //  the Free Software Foundation, either version 3 of the License, or
7 //  (at your option) any later version.
8 //
9 //  This program is distributed in the hope that it will be useful,
10 //  but WITHOUT ANY WARRANTY; without even the implied warranty of
11 //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
12 //  GNU General Public License for more details.
13 //
14 //  You should have received a copy of the GNU General Public License
15 //  along with this program.  If not, see <http://www.gnu.org/licenses/>.
16
17 #include <math.h>
18
19 #include "badguy/walking_badguy.hpp"
20
21 #include "sprite/sprite.hpp"
22
23 WalkingBadguy::WalkingBadguy(const Vector& pos, 
24                              const std::string& sprite_name, 
25                              const std::string& walk_left_action, 
26                              const std::string& walk_right_action, 
27                              int layer) :
28   BadGuy(pos, sprite_name, layer), 
29   walk_left_action(walk_left_action), 
30   walk_right_action(walk_right_action), 
31   walk_speed(80), 
32   max_drop_height(-1),
33   turn_around_timer(),
34   turn_around_counter()
35 {
36 }
37
38 WalkingBadguy::WalkingBadguy(const Vector& pos, 
39                              Direction direction, 
40                              const std::string& sprite_name, 
41                              const std::string& walk_left_action, 
42                              const std::string& walk_right_action, 
43                              int layer) :
44   BadGuy(pos, direction, sprite_name, layer), 
45   walk_left_action(walk_left_action), 
46   walk_right_action(walk_right_action), 
47   walk_speed(80), 
48   max_drop_height(-1),
49   turn_around_timer(),
50   turn_around_counter()
51 {
52 }
53
54 WalkingBadguy::WalkingBadguy(const Reader& reader, 
55                              const std::string& sprite_name, 
56                              const std::string& walk_left_action, 
57                              const std::string& walk_right_action, 
58                              int layer) :
59   BadGuy(reader, sprite_name, layer), 
60   walk_left_action(walk_left_action), 
61   walk_right_action(walk_right_action), 
62   walk_speed(80), 
63   max_drop_height(-1),
64   turn_around_timer(),
65   turn_around_counter()
66 {
67 }
68
69 void
70 WalkingBadguy::initialize()
71 {
72   if(frozen)
73     return;
74   sprite->set_action(dir == LEFT ? walk_left_action : walk_right_action);
75   bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
76   physic.set_velocity_x(dir == LEFT ? -walk_speed : walk_speed);
77   physic.set_acceleration_x (0.0);
78 }
79
80 void
81 WalkingBadguy::set_walk_speed (float ws)
82 {
83   walk_speed = fabs (ws);
84   /* physic.set_velocity_x(dir == LEFT ? -walk_speed : walk_speed); */
85 }
86
87 void
88 WalkingBadguy::add_velocity (const Vector& velocity)
89 {
90   physic.set_velocity(physic.get_velocity() + velocity);
91 }
92
93 void
94 WalkingBadguy::active_update(float elapsed_time)
95 {
96   BadGuy::active_update(elapsed_time);
97
98   float abs_cur_walk_speed = fabs (physic.get_velocity_x ());
99   if ((abs_cur_walk_speed > (walk_speed - 5.0))
100       && (abs_cur_walk_speed < (walk_speed + 5.0)))
101   {
102     physic.set_velocity_x ((dir == LEFT) ? -walk_speed : +walk_speed);
103     physic.set_acceleration_x (0.0);
104   }
105   /* acceleration == walk-speed => it will take one second to get from zero to full speed. */
106   else if (abs_cur_walk_speed < walk_speed) {
107     physic.set_acceleration_x ((dir == LEFT) ? -walk_speed : +walk_speed);
108   }
109   else if (abs_cur_walk_speed > walk_speed) {
110     physic.set_acceleration_x ((dir == LEFT) ? +walk_speed : -walk_speed);
111   }
112
113   if (max_drop_height > -1) {
114     if (on_ground() && might_fall(max_drop_height+1))
115     {
116       turn_around();
117     }
118   }
119 }
120
121 void
122 WalkingBadguy::collision_solid(const CollisionHit& hit)
123 {
124
125   update_on_ground_flag(hit);
126
127   if (hit.top) {
128     if (physic.get_velocity_y() < 0) physic.set_velocity_y(0);
129   }
130   if (hit.bottom) {
131     if (physic.get_velocity_y() > 0) physic.set_velocity_y(0);
132   }
133
134   if ((hit.left && (hit.slope_normal.y == 0) && (dir == LEFT)) || (hit.right && (hit.slope_normal.y == 0) && (dir == RIGHT))) {
135     turn_around();
136   }
137
138 }
139
140 HitResponse
141 WalkingBadguy::collision_badguy(BadGuy& , const CollisionHit& hit)
142 {
143
144   if ((hit.left && (dir == LEFT)) || (hit.right && (dir == RIGHT))) {
145     turn_around();
146   }
147
148   return CONTINUE;
149 }
150
151 void
152 WalkingBadguy::turn_around()
153 {
154   if(frozen)
155     return;
156   dir = dir == LEFT ? RIGHT : LEFT;
157   sprite->set_action(dir == LEFT ? walk_left_action : walk_right_action);
158   physic.set_velocity_x(-physic.get_velocity_x());
159   physic.set_acceleration_x (-physic.get_acceleration_x ());
160
161   // if we get dizzy, we fall off the screen
162   if (turn_around_timer.started()) {
163     if (turn_around_counter++ > 10) kill_fall();
164   } else {
165     turn_around_timer.start(1);
166     turn_around_counter = 0;
167   }
168
169 }
170
171 void
172 WalkingBadguy::freeze()
173 {
174   BadGuy::freeze();
175   physic.set_velocity_x(0);
176 }
177
178 void
179 WalkingBadguy::unfreeze()
180 {
181   BadGuy::unfreeze();
182   WalkingBadguy::initialize();
183 }
184
185 float
186 WalkingBadguy::get_velocity_y() const
187 {
188   return physic.get_velocity_y();
189 }
190
191 void
192 WalkingBadguy::set_velocity_y(float vy)
193 {
194   physic.set_velocity_y(vy);
195 }
196
197 /* EOF */